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1  General Category / General Discussion / Re: Resist Tune Up on: April 22, 2013, 06:07:24 pm
Spells still land rarely at 1071 and uncommonly at 930 in HoH, so I don't think 600 would resist any of them.
2  General Category / Updates / Re: Updates 04-07-13 on: April 22, 2013, 01:12:59 pm
BoN2 is random from HoH. Dunno about oak 3.
3  General Category / Suggestions / Re: ToFS Suggestions on: April 21, 2013, 02:38:25 pm
Those 3 mobs at the entrance to floor 4 need to be removed, 3 mobs even when you're ready for them will probably wipe your group.
4  General Category / Suggestions / Re: ToFS Suggestions on: April 21, 2013, 01:58:25 pm
Stonewall isn't on a freshly spawned boss, but if you wipe and go back, it will have it. If you let it run out and then wipe again, stonewall will be back as well.

Also I'm not sure why it needs to last so long, wouldn't 3/4.5/6 minutes be fine?
5  General Category / Suggestions / Re: ToFS Suggestions on: April 21, 2013, 01:34:07 pm
Is it possible to limit the amount of times the bosses can heal?
6  General Category / Updates / Re: Updates 04-20-13 on: April 21, 2013, 12:11:21 pm
The recourse from the cleric line "Mark of Emperors" needs a higher resist check, kind of silly to resist something that heals you.
7  General Category / Suggestions / Re: ToFS Suggestions on: April 20, 2013, 07:06:21 pm
I'm.. not sure what you're trying to point out. There are 35 ticks in 3 and a half minutes, which is well over 50 million absorbed with the numbers given.
8  General Category / Suggestions / Re: ToFS Suggestions on: April 20, 2013, 05:41:45 pm
Lost me. Stonewall affects physical mitigation only. Try dispelling.

As for the rest, I have no idea what you were trying to say. What version of necklace, what epic, and where is spell mitigation fitting in to this?


-Hate

The ToFS stonewall also has a spell mitigation portion. Dispel does not work against ToFS bosses. Depending on if floor 3 uses the 75% or 85% stonewall, it should drop after absorbing 1 million or 50 million spell damage.

No epic. Mana Necklace IV. I'm talking about Eldritch Ward II, which is supposed to break after absorbing 37k spell damage. However, it does not break even after 20 clicks, which would be > 75k absorbed. 9750 damage without the ward, 5850 with.

Regarding not enough damage, my group does roughly 2 mil spell damage per tick, assuming one spell cast and one melee round per tick. So that should break it in 3 and a half minutes.
9  General Category / Updates / Re: Updates 04-20-13 on: April 20, 2013, 11:42:32 am
Allow me to lay out what the average t2 player will and will not have.

Will not have:
Shield of Ages
Ring of Ages higher than rank 10-15
Ultimate Weapon
Sceptre of Time
Ultimate Charm v1/v2
Mana Necklace (only wizards would have this really.)

Will have:
610 base resists after AAs
18-20 aug slots, depending on RoA and if they have a shield

Currently, each T2 character would need to farm 20 rank 13 stones to have a good chance of resisting spells. Getting that many on just the tank would be an incredible time investment, let alone the rest of the group.

In my opinion, resist checks for HoH should be -600, assuming you need ~350 more resist than the check to resist every time. This allows T2 characters to resist everything with 17-18 rank 4 stones instead, which while still a fairly significant time investment, is not nearly as crippling.
10  General Category / Suggestions / Re: ToFS Suggestions on: April 20, 2013, 10:29:14 am
Stonewall is broken somehow. Was beating on the floor 3 boss for 15 minutes, never got through it. Guessing it's something funky with the spell damage mitigation, since my wizard's spell rune lasts for far more mana necklace clicks than it should going by the numbers.
11  General Category / Suggestions / Re: ToFS Suggestions on: April 19, 2013, 12:23:04 pm
So.. How are people supposed to deal with the 95% melee and spell mitigation buff? Dispel gave the "Your target looks unaffected" message, and it appears to be permanent.
12  General Category / Suggestions / Re: ToFS Suggestions on: April 18, 2013, 03:45:49 am
I've been playing around in this zone. My group is mostly T4 with 4.0s. Last time I tried the boss on floor 3 was in mostly T3 with 4.0s. I may have eventually been able to kill it, but it was incredibly frustrating because it quite often took my non-tanks from 100 to 0 in less than 6 seconds thanks to the AE acid and rampages. I expect that it would still be able to do so, but slightly less often.

I very much doubt that a group with gear from the advertised difficulty of a floor would be able to kill the boss of that floor after floor 2.

Some things I would suggest are:
  • Reduce the current AE damage by 33% to 50%.
  • Have a fixed time between spell casts, if possible.
  • Make different AE spells for each floor to fine tune the damage to what an appropriately geared player would be able to take, instead of dropping what I would guess is T5 level damage onto T3 players.
  • Increase the reward by a large amount, and state that floor 3+ difficulty is no longer supposed to correspond to said tier.
Any one of these would make me much likelier to enjoy this zone.

Regarding drops.
No trash drops would be nice. I can understand wanting to leave them in for nostalgia, but it's very inconvenient to have almost all of the corpses drop nothing, yet you still have to loot them.
I think v2 drops should start on floor 3, considering the large difficulty jump. Perhaps a chance of v1 or v2.
Plat loot. If you farm v2s here instead of HoH, you're going to gain a lot less plat, not to mention you miss out on T3 tokens, which means no essences.
Gear/items uniquely from this zone. For example, white damage aug components (an amount to make them competitive vs strike augs), sympathetic proc aug components for casters. Similar to how essences work for strike augs.
The reward for killing Tserrina is not that good. From what I hear, 1 ez credit is worth 300k-400k plat currently. That sounds like a very poor return for the time investment of just killing the boss, let alone keying your group and spawning it.
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